Combat Movement Queueing

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Re: Combat Movement Queueing

Postby wonder-ass » Thu Jun 10, 2021 4:40 pm

this happens A LOT when 2 people are chasing 1 guy and very annoying because you lose ground over your opponent thats running away.
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Re: Combat Movement Queueing

Postby jordancoles » Mon Jun 14, 2021 2:53 am

Still a problem, many years later

Fix pls
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Re: Combat Movement Queueing

Postby telum12 » Thu Jan 13, 2022 7:40 pm

jorb wrote:I don't get it. When I queue and attack, I don't stop, but rather move toward whatever I'm fighting. If I stop and issue the attack again, I resume moving.


No, you don't...
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Re: Combat Movement Queueing

Postby strpk0 » Thu Jan 13, 2022 7:44 pm

jorb wrote:Cato the Elder's oft repeated shitpost that Carthage should be removed from the game was eventually heard. Do hammer us about your pet-peeves. We appreciate clear and persistent signal on changes you'd like to see made to the game, especially if they are low cost and high impact.


Bump, this is as low cost and high impact as it gets I think, its a giant issue for PvP atm.

And while we're at it, can combat move targetting be made client-side? For you guys it's just adding support for an argument on the wdgmsg when using a combat move to specify which target it's supposed to be aimed at. Server-side validation that the target you're going for is actually in combat with you should be simple, so I don't see any concerns with cheating/hacking with this.
Having targetting server side introduces a lot of problems, specially for people with 200ms or more latency.

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If you guys need help in figuring out what the hell we mean with any of this, we're glad to hop onto valhalla and explain how to reproduce it.
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